[Tizen] Partial rendering rotation does not work
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
1 /*
2  * Copyright (c) 2021 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/render/common/render-manager.h>
20
21 // EXTERNAL INCLUDES
22 #include <memory.h>
23
24 // INTERNAL INCLUDES
25 #include <dali/devel-api/threading/thread-pool.h>
26 #include <dali/integration-api/core.h>
27 #include <dali/integration-api/gl-context-helper-abstraction.h>
28
29 #include <dali/internal/event/common/scene-impl.h>
30
31 #include <dali/internal/update/common/scene-graph-scene.h>
32 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
33
34 #include <dali/internal/render/common/render-algorithms.h>
35 #include <dali/internal/render/common/render-debug.h>
36 #include <dali/internal/render/common/render-instruction.h>
37 #include <dali/internal/render/common/render-tracker.h>
38 #include <dali/internal/render/queue/render-queue.h>
39 #include <dali/internal/render/renderers/render-frame-buffer.h>
40 #include <dali/internal/render/renderers/render-texture.h>
41 #include <dali/internal/render/shaders/program-controller.h>
42
43 namespace Dali
44 {
45 namespace Internal
46 {
47 namespace SceneGraph
48 {
49 #if defined(DEBUG_ENABLED)
50 namespace
51 {
52 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
53 } // unnamed namespace
54 #endif
55
56 /**
57  * Structure to contain internal data
58  */
59 struct RenderManager::Impl
60 {
61   Impl(Graphics::Controller&               graphicsController,
62        Integration::DepthBufferAvailable   depthBufferAvailableParam,
63        Integration::StencilBufferAvailable stencilBufferAvailableParam,
64        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
65   : context(graphicsController.GetGlAbstraction(), &sceneContextContainer),
66     currentContext(&context),
67     graphicsController(graphicsController),
68     renderQueue(),
69     renderAlgorithms(),
70     frameCount(0u),
71     renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
72     rendererContainer(),
73     samplerContainer(),
74     textureContainer(),
75     frameBufferContainer(),
76     lastFrameWasRendered(false),
77     programController(graphicsController),
78     depthBufferAvailable(depthBufferAvailableParam),
79     stencilBufferAvailable(stencilBufferAvailableParam),
80     partialUpdateAvailable(partialUpdateAvailableParam)
81   {
82     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
83     threadPool = std::unique_ptr<Dali::ThreadPool>(new Dali::ThreadPool());
84     threadPool->Initialize(1u);
85   }
86
87   ~Impl()
88   {
89     threadPool.reset(nullptr); // reset now to maintain correct destruction order
90   }
91
92   void AddRenderTracker(Render::RenderTracker* renderTracker)
93   {
94     DALI_ASSERT_DEBUG(renderTracker != NULL);
95     mRenderTrackers.PushBack(renderTracker);
96   }
97
98   void RemoveRenderTracker(Render::RenderTracker* renderTracker)
99   {
100     mRenderTrackers.EraseObject(renderTracker);
101   }
102
103   Context* CreateSceneContext()
104   {
105     Context* context = new Context(graphicsController.GetGlAbstraction());
106     sceneContextContainer.PushBack(context);
107     return context;
108   }
109
110   void DestroySceneContext(Context* sceneContext)
111   {
112     auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
113     if(iter != sceneContextContainer.End())
114     {
115       (*iter)->GlContextDestroyed();
116       sceneContextContainer.Erase(iter);
117     }
118   }
119
120   Context* ReplaceSceneContext(Context* oldSceneContext)
121   {
122     Context* newContext = new Context(graphicsController.GetGlAbstraction());
123
124     oldSceneContext->GlContextDestroyed();
125
126     std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
127     return newContext;
128   }
129
130   void UpdateTrackers()
131   {
132     for(auto&& iter : mRenderTrackers)
133     {
134       iter->PollSyncObject();
135     }
136   }
137
138   // the order is important for destruction,
139   // programs are owned by context at the moment.
140   Context                  context;               ///< Holds the GL state of the share resource context
141   Context*                 currentContext;        ///< Holds the GL state of the current context for rendering
142   OwnerContainer<Context*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
143   Graphics::Controller&    graphicsController;
144   RenderQueue              renderQueue; ///< A message queue for receiving messages from the update-thread.
145
146   std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
147
148   Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
149
150   uint32_t    frameCount;        ///< The current frame count
151   BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
152
153   OwnerContainer<Render::Renderer*>     rendererContainer;     ///< List of owned renderers
154   OwnerContainer<Render::Sampler*>      samplerContainer;      ///< List of owned samplers
155   OwnerContainer<Render::Texture*>      textureContainer;      ///< List of owned textures
156   OwnerContainer<Render::FrameBuffer*>  frameBufferContainer;  ///< List of owned framebuffers
157   OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
158   OwnerContainer<Render::Geometry*>     geometryContainer;     ///< List of owned Geometries
159
160   bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
161
162   OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
163
164   ProgramController programController; ///< Owner of the GL programs
165
166   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
167   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
168   Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
169
170   std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
171   Vector<GLuint>                    boundTextures;         ///< The textures bound for rendering
172   Vector<GLuint>                    textureDependencyList; ///< The dependency list of binded textures
173 };
174
175 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
176                                   Integration::DepthBufferAvailable   depthBufferAvailable,
177                                   Integration::StencilBufferAvailable stencilBufferAvailable,
178                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
179 {
180   RenderManager* manager = new RenderManager;
181   manager->mImpl         = new Impl(graphicsController,
182                             depthBufferAvailable,
183                             stencilBufferAvailable,
184                             partialUpdateAvailable);
185   return manager;
186 }
187
188 RenderManager::RenderManager()
189 : mImpl(nullptr)
190 {
191 }
192
193 RenderManager::~RenderManager()
194 {
195   delete mImpl;
196 }
197
198 RenderQueue& RenderManager::GetRenderQueue()
199 {
200   return mImpl->renderQueue;
201 }
202
203 void RenderManager::ContextCreated()
204 {
205   mImpl->context.GlContextCreated();
206   mImpl->programController.GlContextCreated();
207
208   // renderers, textures and gpu buffers cannot reinitialize themselves
209   // so they rely on someone reloading the data for them
210 }
211
212 void RenderManager::ContextDestroyed()
213 {
214   mImpl->context.GlContextDestroyed();
215   mImpl->programController.GlContextDestroyed();
216
217   //Inform textures
218   for(auto&& texture : mImpl->textureContainer)
219   {
220     texture->GlContextDestroyed();
221   }
222
223   //Inform framebuffers
224   for(auto&& framebuffer : mImpl->frameBufferContainer)
225   {
226     framebuffer->GlContextDestroyed();
227   }
228
229   // inform renderers
230   for(auto&& renderer : mImpl->rendererContainer)
231   {
232     renderer->GlContextDestroyed();
233   }
234
235   // inform context
236   for(auto&& context : mImpl->sceneContextContainer)
237   {
238     context->GlContextDestroyed();
239   }
240 }
241
242 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
243 {
244   mImpl->programController.SetShaderSaver(upstream);
245 }
246
247 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
248 {
249   // Initialize the renderer as we are now in render thread
250   renderer->Initialize(mImpl->context);
251
252   mImpl->rendererContainer.PushBack(renderer.Release());
253 }
254
255 void RenderManager::RemoveRenderer(Render::Renderer* renderer)
256 {
257   mImpl->rendererContainer.EraseObject(renderer);
258 }
259
260 void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
261 {
262   mImpl->samplerContainer.PushBack(sampler.Release());
263 }
264
265 void RenderManager::RemoveSampler(Render::Sampler* sampler)
266 {
267   mImpl->samplerContainer.EraseObject(sampler);
268 }
269
270 void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
271 {
272   texture->Initialize(mImpl->context);
273   mImpl->textureContainer.PushBack(texture.Release());
274 }
275
276 void RenderManager::RemoveTexture(Render::Texture* texture)
277 {
278   DALI_ASSERT_DEBUG(NULL != texture);
279
280   // Find the texture, use reference to pointer so we can do the erase safely
281   for(auto&& iter : mImpl->textureContainer)
282   {
283     if(iter == texture)
284     {
285       texture->Destroy(mImpl->context);
286       mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
287       return;
288     }
289   }
290 }
291
292 void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
293 {
294   texture->Upload(mImpl->context, pixelData, params);
295 }
296
297 void RenderManager::GenerateMipmaps(Render::Texture* texture)
298 {
299   texture->GenerateMipmaps(mImpl->context);
300 }
301
302 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
303 {
304   sampler->mMinificationFilter  = static_cast<Dali::FilterMode::Type>(minFilterMode);
305   sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode);
306 }
307
308 void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
309 {
310   sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
311   sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
312   sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
313 }
314
315 void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
316 {
317   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
318   mImpl->frameBufferContainer.PushBack(frameBufferPtr);
319   frameBufferPtr->Initialize(mImpl->context);
320 }
321
322 void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
323 {
324   DALI_ASSERT_DEBUG(NULL != frameBuffer);
325
326   // Find the sampler, use reference so we can safely do the erase
327   for(auto&& iter : mImpl->frameBufferContainer)
328   {
329     if(iter == frameBuffer)
330     {
331       frameBuffer->Destroy(mImpl->context);
332       mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
333
334       break;
335     }
336   }
337 }
338 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
339 {
340   scene->Initialize(*mImpl->CreateSceneContext());
341   mImpl->sceneContainer.push_back(scene);
342 }
343
344 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
345 {
346   mImpl->DestroySceneContext(scene->GetContext());
347
348   auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
349   if(iter != mImpl->sceneContainer.end())
350   {
351     mImpl->sceneContainer.erase(iter);
352   }
353 }
354
355 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
356 {
357   Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
358   scene->Initialize(*newContext);
359 }
360
361 void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
362 {
363   frameBuffer->AttachColorTexture(mImpl->context, texture, mipmapLevel, layer);
364 }
365
366 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
367 {
368   frameBuffer->AttachDepthTexture(mImpl->context, texture, mipmapLevel);
369 }
370
371 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
372 {
373   frameBuffer->AttachDepthStencilTexture(mImpl->context, texture, mipmapLevel);
374 }
375
376 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
377 {
378   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
379 }
380
381 void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
382 {
383   mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
384 }
385
386 void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
387 {
388   vertexBuffer->SetFormat(format.Release());
389 }
390
391 void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
392 {
393   vertexBuffer->SetData(data.Release(), size);
394 }
395
396 void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
397 {
398   geometry->SetIndexBuffer(indices);
399 }
400
401 void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
402 {
403   mImpl->geometryContainer.PushBack(geometry.Release());
404 }
405
406 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
407 {
408   mImpl->geometryContainer.EraseObject(geometry);
409 }
410
411 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
412 {
413   DALI_ASSERT_DEBUG(NULL != geometry);
414
415   // Find the geometry
416   for(auto&& iter : mImpl->geometryContainer)
417   {
418     if(iter == geometry)
419     {
420       iter->AddVertexBuffer(vertexBuffer);
421       break;
422     }
423   }
424 }
425
426 void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
427 {
428   DALI_ASSERT_DEBUG(NULL != geometry);
429
430   // Find the geometry
431   for(auto&& iter : mImpl->geometryContainer)
432   {
433     if(iter == geometry)
434     {
435       iter->RemoveVertexBuffer(vertexBuffer);
436       break;
437     }
438   }
439 }
440
441 void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
442 {
443   geometry->SetType(Render::Geometry::Type(geometryType));
444 }
445
446 void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
447 {
448   mImpl->AddRenderTracker(renderTracker);
449 }
450
451 void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
452 {
453   mImpl->RemoveRenderTracker(renderTracker);
454 }
455
456 ProgramCache* RenderManager::GetProgramCache()
457 {
458   return &(mImpl->programController);
459 }
460
461 void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
462 {
463   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
464
465   // Core::Render documents that GL context must be current before calling Render
466   DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
467
468   // Increment the frame count at the beginning of each frame
469   ++mImpl->frameCount;
470
471   // Process messages queued during previous update
472   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
473
474   uint32_t count = 0u;
475   for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
476   {
477     count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
478   }
479
480   const bool haveInstructions = count > 0u;
481
482   DALI_LOG_INFO(gLogFilter, Debug::General, "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", haveInstructions ? "true" : "false", mImpl->lastFrameWasRendered ? "true" : "false", forceClear ? "true" : "false");
483
484   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
485   if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
486   {
487     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
488
489     // Switch to the shared context
490     if(mImpl->currentContext != &mImpl->context)
491     {
492       mImpl->currentContext = &mImpl->context;
493
494       if(mImpl->currentContext->IsSurfacelessContextSupported())
495       {
496         mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
497       }
498
499       // Clear the current cached program when the context is switched
500       mImpl->programController.ClearCurrentProgram();
501     }
502
503     // Upload the geometries
504     for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
505     {
506       RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
507       for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
508       {
509         RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
510
511         const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
512         const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
513
514         DALI_ASSERT_DEBUG(viewMatrix);
515         DALI_ASSERT_DEBUG(projectionMatrix);
516
517         if(viewMatrix && projectionMatrix)
518         {
519           const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
520
521           // Iterate through each render list.
522           for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
523           {
524             const RenderList* renderList = instruction.GetRenderList(index);
525
526             if(renderList && !renderList->IsEmpty())
527             {
528               const std::size_t itemCount = renderList->Count();
529               for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
530               {
531                 const RenderItem& item = renderList->GetItem(itemIndex);
532                 if(DALI_LIKELY(item.mRenderer))
533                 {
534                   item.mRenderer->Upload(*mImpl->currentContext);
535                 }
536               }
537             }
538           }
539         }
540       }
541     }
542   }
543 }
544
545 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
546 {
547   if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
548   {
549     return;
550   }
551
552   Internal::Scene&   sceneInternal = GetImplementation(scene);
553   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
554
555   if(sceneObject->IsRenderingSkipped())
556   {
557     // We don't need to calculate dirty rects
558     return;
559   }
560
561   // @TODO We need to do partial rendering rotation.
562   if( sceneObject && sceneObject->GetSurfaceOrientation() != 0 )
563   {
564     return;
565   }
566
567   class DamagedRectsCleaner
568   {
569   public:
570     DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
571     : mDamagedRects(damagedRects),
572       mCleanOnReturn(true)
573     {
574     }
575
576     void SetCleanOnReturn(bool cleanOnReturn)
577     {
578       mCleanOnReturn = cleanOnReturn;
579     }
580
581     ~DamagedRectsCleaner()
582     {
583       if(mCleanOnReturn)
584       {
585         mDamagedRects.clear();
586       }
587     }
588
589   private:
590     std::vector<Rect<int>>& mDamagedRects;
591     bool                    mCleanOnReturn;
592   };
593
594   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
595
596   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
597   DamagedRectsCleaner damagedRectCleaner(damagedRects);
598
599   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
600   // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
601   std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
602   for(DirtyRect& dirtyRect : itemsDirtyRects)
603   {
604     dirtyRect.visited = false;
605   }
606
607   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
608   for(uint32_t i = 0; i < count; ++i)
609   {
610     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
611
612     if(instruction.mFrameBuffer)
613     {
614       return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
615     }
616
617     const Camera* camera = instruction.GetCamera();
618     if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
619     {
620       const Node* node = instruction.GetCamera()->GetNode();
621       if(node)
622       {
623         Vector3    position;
624         Vector3    scale;
625         Quaternion orientation;
626         node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
627
628         Vector3 orientationAxis;
629         Radian  orientationAngle;
630         orientation.ToAxisAngle(orientationAxis, orientationAngle);
631
632         if(position.x > Math::MACHINE_EPSILON_10000 ||
633            position.y > Math::MACHINE_EPSILON_10000 ||
634            orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
635            orientationAngle != ANGLE_180 ||
636            scale != Vector3(1.0f, 1.0f, 1.0f))
637         {
638           return;
639         }
640       }
641     }
642     else
643     {
644       return;
645     }
646
647     Rect<int32_t> viewportRect;
648     if(instruction.mIsViewportSet)
649     {
650       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
651       viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
652       if(viewportRect.IsEmpty() || !viewportRect.IsValid())
653       {
654         return; // just skip funny use cases for now, empty viewport means it is set somewhere else
655       }
656     }
657     else
658     {
659       viewportRect = surfaceRect;
660     }
661
662     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
663     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
664     if(viewMatrix && projectionMatrix)
665     {
666       const RenderListContainer::SizeType count = instruction.RenderListCount();
667       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
668       {
669         const RenderList* renderList = instruction.GetRenderList(index);
670         if(renderList && !renderList->IsEmpty())
671         {
672           const std::size_t count = renderList->Count();
673           for(uint32_t index = 0u; index < count; ++index)
674           {
675             RenderItem& item = renderList->GetItem(index);
676             // If the item does 3D transformation, do early exit and clean the damaged rect array
677             if(item.mUpdateSize == Vector3::ZERO)
678             {
679               return;
680             }
681
682             Rect<int> rect;
683             DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
684             // If the item refers to updated node or renderer.
685             if(item.mIsUpdated ||
686                (item.mNode &&
687                 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
688             {
689               item.mIsUpdated = false;
690               item.mNode->SetUpdated(false);
691
692               rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
693               if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
694               {
695                 const int left   = rect.x;
696                 const int top    = rect.y;
697                 const int right  = rect.x + rect.width;
698                 const int bottom = rect.y + rect.height;
699                 rect.x           = (left / 16) * 16;
700                 rect.y           = (top / 16) * 16;
701                 rect.width       = ((right + 16) / 16) * 16 - rect.x;
702                 rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
703
704                 // Found valid dirty rect.
705                 // 1. Insert it in the sorted array of the dirty rects.
706                 // 2. Mark the related dirty rects as visited so they will not be removed below.
707                 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
708                 dirtyRect.rect    = rect;
709                 auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
710                 dirtyRectPos      = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
711
712                 int c = 1;
713                 while(++dirtyRectPos != itemsDirtyRects.end())
714                 {
715                   if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
716                   {
717                     break;
718                   }
719
720                   dirtyRectPos->visited = true;
721                   Rect<int>& dirtRect   = dirtyRectPos->rect;
722                   rect.Merge(dirtRect);
723
724                   c++;
725                   if(c > 3) // no more then 3 previous rects
726                   {
727                     itemsDirtyRects.erase(dirtyRectPos);
728                     break;
729                   }
730                 }
731
732                 damagedRects.push_back(rect);
733               }
734             }
735             else
736             {
737               // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
738               // 2. Mark the related dirty rects as visited so they will not be removed below.
739               auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
740               while(dirtyRectPos != itemsDirtyRects.end())
741               {
742                 if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
743                 {
744                   break;
745                 }
746
747                 dirtyRectPos->visited = true;
748                 dirtyRectPos++;
749               }
750             }
751           }
752         }
753       }
754     }
755   }
756
757   // Check removed nodes or removed renderers dirty rects
758   auto i = itemsDirtyRects.begin();
759   auto j = itemsDirtyRects.begin();
760   while(i != itemsDirtyRects.end())
761   {
762     if(i->visited)
763     {
764       *j++ = *i;
765     }
766     else
767     {
768       Rect<int>& dirtRect = i->rect;
769       damagedRects.push_back(dirtRect);
770     }
771     i++;
772   }
773
774   itemsDirtyRects.resize(j - itemsDirtyRects.begin());
775   damagedRectCleaner.SetCleanOnReturn(false);
776 }
777
778 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
779 {
780   Rect<int> clippingRect;
781   RenderScene(status, scene, renderToFbo, clippingRect);
782 }
783
784 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
785 {
786   Internal::Scene&   sceneInternal = GetImplementation(scene);
787   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
788
789   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
790
791   for(uint32_t i = 0; i < count; ++i)
792   {
793     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
794
795     if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
796     {
797       continue; // skip
798     }
799
800     // Mark that we will require a post-render step to be performed (includes swap-buffers).
801     status.SetNeedsPostRender(true);
802
803     Rect<int32_t> viewportRect;
804     Vector4       clearColor;
805
806     if(instruction.mIsClearColorSet)
807     {
808       clearColor = instruction.mClearColor;
809     }
810     else
811     {
812       clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
813     }
814
815     Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
816     int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
817
818     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
819     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
820
821     if(instruction.mFrameBuffer)
822     {
823       // offscreen buffer
824       if(mImpl->currentContext != &mImpl->context)
825       {
826         // Switch to shared context for off-screen buffer
827         mImpl->currentContext = &mImpl->context;
828
829         if(mImpl->currentContext->IsSurfacelessContextSupported())
830         {
831           mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
832         }
833
834         // Clear the current cached program when the context is switched
835         mImpl->programController.ClearCurrentProgram();
836       }
837     }
838     else
839     {
840       if(mImpl->currentContext->IsSurfacelessContextSupported())
841       {
842         if(mImpl->currentContext != sceneObject->GetContext())
843         {
844           // Switch the correct context if rendering to a surface
845           mImpl->currentContext = sceneObject->GetContext();
846
847           // Clear the current cached program when the context is switched
848           mImpl->programController.ClearCurrentProgram();
849         }
850       }
851     }
852
853     // Make sure that GL context must be created
854     mImpl->currentContext->GlContextCreated();
855
856     // reset the program matrices for all programs once per frame
857     // this ensures we will set view and projection matrix once per program per camera
858     mImpl->programController.ResetProgramMatrices();
859
860     if(instruction.mFrameBuffer)
861     {
862       instruction.mFrameBuffer->Bind(*mImpl->currentContext);
863
864       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
865       for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
866       {
867         mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTextureId(i0));
868       }
869     }
870     else
871     {
872       mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
873     }
874
875     if(!instruction.mFrameBuffer)
876     {
877       mImpl->currentContext->Viewport(surfaceRect.x,
878                                       surfaceRect.y,
879                                       surfaceRect.width,
880                                       surfaceRect.height);
881     }
882
883     // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
884     // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
885     // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
886     // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
887     GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
888
889     mImpl->currentContext->ColorMask(true);
890
891     if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
892     {
893       mImpl->currentContext->DepthMask(true);
894       clearMask |= GL_DEPTH_BUFFER_BIT;
895     }
896
897     if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
898     {
899       mImpl->currentContext->ClearStencil(0);
900       mImpl->currentContext->StencilMask(0xFF); // 8 bit stencil mask, all 1's
901       clearMask |= GL_STENCIL_BUFFER_BIT;
902     }
903
904     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
905     {
906       // Offscreen buffer rendering
907       if(instruction.mIsViewportSet)
908       {
909         // For glViewport the lower-left corner is (0,0)
910         const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
911         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
912       }
913       else
914       {
915         viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
916       }
917       surfaceOrientation = 0;
918     }
919     else // No Offscreen frame buffer rendering
920     {
921       // Check whether a viewport is specified, otherwise the full surface size is used
922       if(instruction.mIsViewportSet)
923       {
924         // For glViewport the lower-left corner is (0,0)
925         const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
926         viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
927       }
928       else
929       {
930         viewportRect = surfaceRect;
931       }
932     }
933
934     // Set surface orientation
935     mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
936
937     bool clearFullFrameRect = true;
938     if(instruction.mFrameBuffer != nullptr)
939     {
940       Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
941       clearFullFrameRect = (frameRect == viewportRect);
942     }
943     else
944     {
945       clearFullFrameRect = (surfaceRect == viewportRect);
946     }
947
948     if(!clippingRect.IsEmpty())
949     {
950       if(!clippingRect.Intersect(viewportRect))
951       {
952         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
953         clippingRect = Rect<int>();
954       }
955       clearFullFrameRect = false;
956     }
957
958     mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
959
960     if(instruction.mIsClearColorSet)
961     {
962       mImpl->currentContext->ClearColor(clearColor.r,
963                                         clearColor.g,
964                                         clearColor.b,
965                                         clearColor.a);
966       if(!clearFullFrameRect)
967       {
968         if(!clippingRect.IsEmpty())
969         {
970           mImpl->currentContext->SetScissorTest(true);
971           mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
972           mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
973           mImpl->currentContext->SetScissorTest(false);
974         }
975         else
976         {
977           mImpl->currentContext->SetScissorTest(true);
978           mImpl->currentContext->Scissor(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
979           mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
980           mImpl->currentContext->SetScissorTest(false);
981         }
982       }
983       else
984       {
985         mImpl->currentContext->SetScissorTest(false);
986         mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
987       }
988     }
989
990     // Clear the list of bound textures
991     mImpl->boundTextures.Clear();
992
993     mImpl->renderAlgorithms.ProcessRenderInstruction(
994       instruction,
995       *mImpl->currentContext,
996       mImpl->renderBufferIndex,
997       depthBufferAvailable,
998       stencilBufferAvailable,
999       mImpl->boundTextures,
1000       clippingRect);
1001
1002     // Synchronise the FBO/Texture access when there are multiple contexts
1003     if(mImpl->currentContext->IsSurfacelessContextSupported())
1004     {
1005       // Check whether any binded texture is in the dependency list
1006       bool textureFound = false;
1007
1008       if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
1009       {
1010         for(auto textureId : mImpl->textureDependencyList)
1011         {
1012           textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [textureId](GLuint id) {
1013                            return textureId == id;
1014                          }) != mImpl->boundTextures.End();
1015         }
1016       }
1017
1018       if(textureFound)
1019       {
1020         if(instruction.mFrameBuffer)
1021         {
1022           // For off-screen buffer
1023
1024           // Wait until all rendering calls for the currently context are executed
1025           mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
1026
1027           // Clear the dependency list
1028           mImpl->textureDependencyList.Clear();
1029         }
1030         else
1031         {
1032           // Worker thread lambda function
1033           auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
1034           auto  workerFunction             = [&glContextHelperAbstraction](int workerThread) {
1035             // Switch to the shared context in the worker thread
1036             glContextHelperAbstraction.MakeSurfacelessContextCurrent();
1037
1038             // Wait until all rendering calls for the shared context are executed
1039             glContextHelperAbstraction.WaitClient();
1040
1041             // Must clear the context in the worker thread
1042             // Otherwise the shared context cannot be switched to from the render thread
1043             glContextHelperAbstraction.MakeContextNull();
1044           };
1045
1046           auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
1047           if(future)
1048           {
1049             mImpl->threadPool->Wait();
1050
1051             // Clear the dependency list
1052             mImpl->textureDependencyList.Clear();
1053           }
1054         }
1055       }
1056     }
1057
1058     if(instruction.mRenderTracker && instruction.mFrameBuffer)
1059     {
1060       // This will create a sync object every frame this render tracker
1061       // is alive (though it should be now be created only for
1062       // render-once render tasks)
1063       instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
1064       instruction.mRenderTracker = nullptr; // Only create once.
1065     }
1066
1067     if(renderToFbo)
1068     {
1069       mImpl->currentContext->Flush();
1070     }
1071   }
1072
1073   GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1074   mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1075 }
1076
1077 void RenderManager::PostRender(bool uploadOnly)
1078 {
1079   if(!uploadOnly)
1080   {
1081     if(mImpl->currentContext->IsSurfacelessContextSupported())
1082     {
1083       mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
1084     }
1085
1086     GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
1087     mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
1088   }
1089
1090   //Notify RenderGeometries that rendering has finished
1091   for(auto&& iter : mImpl->geometryContainer)
1092   {
1093     iter->OnRenderFinished();
1094   }
1095
1096   mImpl->UpdateTrackers();
1097
1098   uint32_t count = 0u;
1099   for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
1100   {
1101     count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
1102   }
1103
1104   const bool haveInstructions = count > 0u;
1105
1106   // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
1107   mImpl->lastFrameWasRendered = haveInstructions;
1108
1109   /**
1110    * The rendering has finished; swap to the next buffer.
1111    * Ideally the update has just finished using this buffer; otherwise the render thread
1112    * should block until the update has finished.
1113    */
1114   mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
1115
1116   DALI_PRINT_RENDER_END();
1117 }
1118
1119 } // namespace SceneGraph
1120
1121 } // namespace Internal
1122
1123 } // namespace Dali